linear mode

PM development, programming, hacking and all that fun stuff.
Orion_

linear mode

Post by Orion_ » June 7th, 2004, 18:23

in the mindx.txt documentation, I saw that there is "pseudo"-linear mode for the LCD (at $1000) how work this linear mode ?
is it like the good old PC linear framebuffer ?
Just wanted to try to write a simple PutPixel function ^^
(and btw, is there any plan to add a Trace function in the PokeKaMini debugger ?)

DaveX
Team Pokémé
Posts: 9
Joined: May 31st, 2004, 13:45

linear mode

Post by DaveX » June 7th, 2004, 18:48

No, this hardware pseudo-linear mode works almost like the software pseudo-linear mode used in sokomini to display the title screen. That means its like the tiled mode with tiles 0,1,2,3,4,...,$5F displayed on screen from left to right, up to down, and with tiles graphics are stored at $1000. So a little bit of calculation and bit masking is needed for the putpixel function.

DaveX
Team Pokémé
Posts: 9
Joined: May 31st, 2004, 13:45

linear mode

Post by DaveX » June 7th, 2004, 18:49

btw, if youre coding with justburns debugger, i think it doesnt support pseudo-linear mode yet anyway

Orion_

linear mode

Post by Orion_ » June 7th, 2004, 19:13

ok, thanks :)
why nintendo always use tiles in their console :(

Orion_

linear mode

Post by Orion_ » June 8th, 2004, 16:02

argh, I just made some test to see how work the screen and its really horrible :(
8x8 square tile + rotation of 90° of each tile like the GP32 screen.
bah, precalc table rulez ^^
how much a normal "homebrew" cadridge can handle, 64-512KB ?

PokeSlap

linear mode

Post by PokeSlap » June 9th, 2004, 01:24

pseudo-linear mode supported in PokeKaMini Debug 0.5.1 or above

p0p
Team Pokémé
Posts: 84
Joined: May 9th, 2004, 20:22

linear mode

Post by p0p » June 9th, 2004, 18:10

Orion: 0-512kbytes minus 4 for bios, 4 for ram and 2 for regs and other stuff... still a lot =)

darkfader
Team Pokémé
Posts: 24
Joined: May 17th, 2004, 18:17

linear mode

Post by darkfader » June 11th, 2004, 15:44

LCD controller uses 8 rows of 8 pixels high. Nintendo probably did not add remapping logic to lineair mode.

PokeSlap

linear mode

Post by PokeSlap » June 12th, 2004, 04:01

They should ... :|

Tharo

linear mode

Post by Tharo » June 19th, 2004, 22:38

Hmm is there a reason why it could be 90° rotated? Okay at the gp32 it was cos the fact that the hight is smaller as the width and the user dont see it very good. But why here?

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